Kahoot vs. Mentimeter for Active Learning in Computer and Engineering Education -- Who Won? Who's Next?
Paper in proceeding, 2025
Active learning (AL) is a well-established pedagogical technique that promotes active student participation in traditionally passive settings, such as lectures. Two widely used AL tools in higher education are Kahoot, a game-based platform more commonly associated with K-12 education, and Mentimeter, a tool designed to enhance audience engagement but not originally built for AL. Despite their popularity, these tools are often adopted by universities without thorough evaluation. Our study offers a comparative analysis of Kahoot and Mentimeter, based on several years of teaching experience and data from AL quizzes conducted in a large introductory computer networking course. We examine key features relevant to AL integration, such as tool functionalities, question transitions, presentation formats, and gamification elements. Empirical data from five years and eight course instances includes statistics such as student participation and performance, as well as student feedback. Our findings reveal important differences in tool design and student engagement, highlighting key areas for improvement in both tools to match the needs of our computer and engineering education. We further provide essential recommendations for better use of those AL tools within our computer courses.